universe@0: /* universe@0: * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. universe@0: * Copyright 2023 Mike Becker. All rights reserved. universe@0: * universe@0: * Redistribution and use in source and binary forms, with or without universe@0: * modification, are permitted provided that the following conditions are met: universe@0: * universe@0: * 1. Redistributions of source code must retain the above copyright universe@0: * notice, this list of conditions and the following disclaimer. universe@0: * universe@0: * 2. Redistributions in binary form must reproduce the above copyright universe@0: * notice, this list of conditions and the following disclaimer in the universe@0: * documentation and/or other materials provided with the distribution. universe@0: * universe@0: * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" universe@0: * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE universe@0: * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE universe@0: * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE universe@0: * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR universe@0: * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF universe@0: * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS universe@0: * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN universe@0: * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) universe@0: * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE universe@0: * POSSIBILITY OF SUCH DAMAGE. universe@0: */ universe@0: universe@6: #include "ascension/window.h" universe@7: #include "ascension/context.h" universe@7: #include "ascension/error.h" universe@9: #include "ascension/utils.h" universe@0: universe@0: #include universe@0: universe@6: #include universe@6: universe@0: static void asc_gl_debug_callback( universe@0: GLenum source, GLenum type, GLuint id, GLenum severity, universe@0: GLsizei length, const GLchar* message, universe@0: const void* userParam universe@0: ) { universe@0: cxmutstr buf = cx_asprintf( universe@0: "source = %d, id = %u, type = %d, severity= %d, message = %.*s", universe@0: source, id, type, severity, length, message); universe@0: if (type == GL_DEBUG_TYPE_ERROR) { universe@0: asc_error(buf.ptr); universe@0: } else { universe@16: asc_dprintf("GL debug: %.*s", (int)buf.length, buf.ptr); universe@0: } universe@0: cx_strfree(&buf); universe@0: } universe@0: universe@0: void asc_window_settings_init_defaults(AscWindowSettings* settings) { universe@0: settings->depth_size = 24; universe@0: settings->vsync = 1; universe@3: settings->dimensions.width = 800; universe@3: settings->dimensions.height = 600; universe@0: settings->fullscreen = 0; universe@13: settings->gl_major_version = 4; universe@13: settings->gl_minor_version = 0; universe@0: settings->title = "Ascended Window"; universe@0: } universe@0: universe@29: static void asc_window_init_scenes(AscWindow *window) { universe@29: asc_scene_init(&window->ui); universe@29: } universe@29: universe@7: AscWindow *asc_window_initialize(unsigned int index, AscWindowSettings const *settings) { universe@7: if (index >= ASC_MAX_WINDOWS) { universe@7: asc_error("Maximum number of windows exceeded."); universe@7: return NULL; universe@7: } universe@7: AscWindow *window = &asc_context.windows[index]; universe@7: if (window->id > 0) { universe@7: asc_error("Cannot create window - slot already occupied."); universe@7: asc_dprintf("Tried to create window with index %u", index); universe@7: return NULL; universe@7: } universe@7: universe@0: Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN; universe@0: flags |= settings->fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE; universe@0: universe@0: window->window = SDL_CreateWindow( universe@0: settings->title, universe@0: SDL_WINDOWPOS_CENTERED, universe@0: SDL_WINDOWPOS_CENTERED, universe@3: settings->dimensions.width, universe@3: settings->dimensions.height, universe@0: flags universe@0: ); universe@0: if (window->window == NULL) { universe@0: asc_error(SDL_GetError()); universe@7: return NULL; universe@0: } universe@0: universe@0: window->id = SDL_GetWindowID(window->window); universe@3: SDL_GetWindowSize(window->window, universe@3: &window->dimensions.width, universe@3: &window->dimensions.height universe@3: ); universe@12: asc_mat4f_ortho( universe@12: window->projection, universe@12: 0, universe@12: (float) window->dimensions.width, universe@12: (float) window->dimensions.height, universe@12: 0 universe@12: ); universe@0: universe@0: SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); universe@0: SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, settings->gl_major_version); universe@0: SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, settings->gl_minor_version); universe@0: SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, settings->depth_size); universe@0: SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); universe@0: window->glctx = SDL_GL_CreateContext(window->window); universe@0: if (window->glctx == NULL) { universe@0: asc_dprintf("Creating GL context failed for window %u", window->id); universe@0: } else { universe@0: glewExperimental = GL_TRUE; universe@0: GLenum err = glewInit(); universe@0: if (err == GLEW_OK) { universe@0: SDL_GL_SetSwapInterval(settings->vsync); universe@0: glEnable(GL_DEPTH_TEST); universe@0: glEnable(GL_BLEND); universe@0: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); universe@0: glEnable(GL_DEBUG_OUTPUT); universe@0: glDebugMessageCallback(asc_gl_debug_callback, NULL); universe@16: universe@0: asc_dprintf("Window %u initialized", window->id); universe@16: if (asc_primitives_init(&window->primitives)) { universe@29: asc_window_init_scenes(window); universe@16: asc_context.active_window = window; universe@16: return window; universe@16: } else { universe@16: asc_dprintf("!!! Creating primitives for window %u failed !!!", window->id); universe@16: } universe@0: } else { universe@0: asc_error(glewGetErrorString(err)); universe@0: } universe@0: } universe@0: universe@0: // cleanup on error universe@0: if (window->glctx != NULL) { universe@0: SDL_GL_DeleteContext(window->glctx); universe@0: } universe@0: window->glctx = NULL; universe@0: SDL_DestroyWindow(window->window); universe@0: window->window = NULL; universe@0: window->id = 0; universe@0: } universe@0: universe@7: void asc_window_destroy(AscWindow* window) { universe@7: // safeguard universe@7: if (window->id == 0) return; universe@7: universe@16: // this window cannot be active anymore universe@16: if (asc_context.active_window == window) { universe@16: asc_context.active_window = NULL; universe@16: } universe@16: universe@29: // destroy all scenes universe@29: asc_scene_destroy(&window->ui); universe@29: universe@16: // release context related data (we have to make the GL context current for this) universe@16: SDL_GL_MakeCurrent(window->window, window->glctx); universe@16: asc_primitives_destroy(&window->primitives); universe@16: universe@7: // destroy the GL context and the window universe@0: if (window->glctx != NULL) { universe@0: SDL_GL_DeleteContext(window->glctx); universe@0: } universe@0: if (window->window != NULL) { universe@0: SDL_DestroyWindow(window->window); universe@0: } universe@0: universe@16: // if another window was active, make the other context current again universe@16: if (asc_context.active_window != NULL) { universe@16: AscWindow const *aw = asc_context.active_window; universe@16: SDL_GL_MakeCurrent(aw->window, aw->glctx); universe@16: } universe@16: universe@0: // clean the data universe@0: asc_dprintf("Window %u and its OpenGL context destroyed.", window->id); universe@0: memset(window, 0, sizeof(AscWindow)); universe@0: } universe@0: universe@0: void asc_window_sync(AscWindow const* window) { universe@16: AscWindow const *active_window = asc_context.active_window; universe@16: if (window != active_window) { universe@16: asc_window_activate(window); universe@16: } universe@29: universe@29: // Clear viewport for new frame universe@3: glViewport(0, 0, window->dimensions.width, window->dimensions.height); universe@0: glClearColor(0.0f, 0.0f, 0.0f, 1.0f); universe@0: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); universe@29: universe@29: // Draw the UI universe@29: asc_scene_draw(&window->ui); universe@29: universe@29: // Swap Buffers universe@29: SDL_GL_SwapWindow(window->window); universe@29: universe@16: if (window != active_window) { universe@16: asc_window_activate(active_window); universe@16: } universe@0: } universe@16: universe@16: void asc_window_activate(AscWindow const *window) { universe@16: SDL_GL_MakeCurrent(window->window, window->glctx); universe@34: asc_context.active_window = (AscWindow *)window; universe@16: }